What makes a boros deck




















Aurelia, the Warleader is a great card, but there is no point in playing her into an unprotected board; each play needs to be carefully measured! The limitations here are very real, but you can't just ignore it and hope you'll draw the lands you need.

Most Boros decks tend to rely on mana rocks to get them through, and this deck is no different. This package simply isn't deep enough. I could add more mana rocks, but I feel like I'm already in a dangerous place being so reliant on artifacts in a metagame where Vandalblast and artifact removal is fairly common. While I've heard kickback in the comments about Journeyer's Kite , it has been an all-star for me in this deck. My opponents never target the Kite, preferring to save their removal for more actively dangerous artifacts.

With its ability to get one land after another, the Kite has gotten me out of a number of tight mana situations. Since my early turns tend to involve getting a couple of creatures on the battlefield then sitting back, I regularly have the three mana to activate the Kite.

I recommend activating it as often as possible, even if it is likely you are going to end up discarding the land. Having a large hand tends to discourage early attacks, especially when you have mana up, so even if your hand is full of lands, most players are not tracking exactly what you're holding.

This set of card draw is more potent than it initially appears. While the Sad Robot is what it is, Reforge the Soul has been amazing. While you generally don't want to overcommit to the battlefield, the deck can get its cards on the table quickly, so discarding a single card or two to draw seven is a huge bonus.

I've even been able to use the miracle cost a few times which shows how little setup the deck needs to cast Reforge. Mentor of the Meek and Skullclamp are handy in a deck with a lot of small creatures and this deck has those in spades. Card draw that can be used again and again is essential. Sunforger technically searches for a card and most often is searching for Swords to Plowshares or Boros Charm , but it does provide card draw.

Sun Titan is a little different as it isn't specifically card draw but card recursion. For this deck, the recursion can be the best way to find the card I need. Between the mana rocks, Swords, smaller creatures and inexpensive enchantments, the Sun Titan "draws" and plays out a lot of the cards I need.

Too many Boros decks work to accumulate damage on the opponents in the hopes of getting them to lower life totals later in the game. This deck relies on a rush of tokens to hit the field and take players out in one shot. Admittedly, you are very unlikely to bring a player from 40 to zero, but 20 to zero is very possible.

This surprise factor plays into several wins as players overcommit to an attack, not expecting you to be able to mount such a large attack so quickly. This stack increases the token size, making each one a formidable force your opponents will really want to stop. I particularly like In the Web of War. The angel is so potent that it turns 4 CMC board wipes into expensive 6 CMC wipes, buying you a few extra turns to attack. A great addition. These are usually the type of matchups where you can cut three copies of Bonecrusher Giant and go for the angel instead.

The backside artifact is significant against mono red and any deck that runs targeted removal thanks to its taxing nature. Ox of Agonas is here for the Dimir rogue matchups. It gives you a means to empty your graveyard and get back in the game, restock your hand, and replace two copies of Showdown of the Skalds. Robber of the Rich is here for the matchups where you need more early damage. The Robber usually replaces one Showdown of the Skalds and, in my case, I tend to take out one land as well.

Showdown of the Skalds is a fantastic card but it becomes a harsh bargain the moment your opponent runs blue. Getting a 4 CMC card like this countered feels terrible. We run two copies of Frost Bite and one copy of Redcap Melee. Both spells remove creatures, the latter being mainly used against mono red and Gruul decks. Giant Killer is here if you need extra creature removal, mainly against Gruul and mono green.

Glass Casket is a means of efficiently removing 3-CMC-or-less permanents. Perfect against Gruul. The sword would likely make the deck too inconsistent. There is something to be said about running some runes alongside Runeforge Champion. Even with so little equipment, having those runes buffing and drawing cards with the Champion can be quite useful. This deck has a perfect mix of humans and non-humans, which has me tempted to exclude the saga and slap Winota in here instead.

Skyclave Apparition Illustration by Donato Giancola. Boros Aggro is a fun deck. It takes some of the critical elements that make Naya adventures such a great deck right now while making it more consistent with a solid mana base. The other issue of contention is that the wants of the two colors are opposed they are enemies, after all , so once the two get out of "army attack" mode, they start wanting different things.

White tries to control things while red likes to cause chaos. This can make it hard sometimes to capture the flavor of both. That's why you tend to see red-white cards leaning toward the military. I like to think of the Boros as "purpose with passion. Cheap, aggressive creatures and spells. The Boros defeat you not because any one piece is big and scary, but because the combination of all its little things is big and scary.

Red-white is about hitting the ground running and trying to end the game before it has to stop. This means there is a lot of focus on getting the best advantage you can from the early turns. One-drops are meaningless in many color combinations but are crucial in red-white. When designing red-white, for example, I usually make sure that both white and red have two one-drop creatures in common.

Usually, the other colors only have one green is the only other color that sometimes has two. We also always make sure that red and white have cheap combat-oriented spells that you want to use to help attacking creatures win combat. The finishers for red-white tend to sit in the four- or five-drop spot. You don't get many of them, so you want to make sure they are going to do the last bit of damage to take the game.

The key here is keeping focus on cheap and aggressive. Every card has to be lean and mean and do its job efficiently for its cost. The key to understanding how red-white plans to win is this: All its answer are themselves threats.

Now let me explain what exactly I mean by this. When you step back and look at Magic from a distance, it's a game about flow, where initiative passes back and forth between the players. At any one moment in time, one player is the aggressor and one player is the defender. In many games, these roles can go back and forth. Sometimes you're the one playing to win and sometimes you're the one working not to lose.

Red-white's basic strategy is to try to take the aggressor role early and never give it up until it wins. To accomplish this, all its tools need to be focused on being the aggressor. That means that red-white doesn't have room in its deck for cards that only serve as answers. Its answers are cards that also have uses as threats.

For example, red's direct damage can be used to remove blockers or just straight win the game. If red finds itself on the defensive, these spells can be used defensively. The need to have threats that can double as answers drives the focus of red-white. I've publicly claimed on multiple occasions that I feel this mechanic was the big miss of Ravnica block.

Note that I don't think the mechanic itself is necessarily bad, I just feel it doesn't have enough of a Boros feel. Haunt and forecast, which are the other two Ravnica block mechanics I have a beef with, designwise dredge was more of a development issue than a design one , both at least have good guild feels. So what happened? How did radiance end up being the Boros mechanic? It all started with a desire I had as the lead designer of Ravnica. For each guild, I designated the space I wanted us to aim at.

For Boros, that was an army feel. I knew the Boros were going to be the army of the world and I wanted to make sure their keyword tied into that army feel. A key part of that, I felt, was that the mechanic needed to be relevant in combat. The Boros wanted to be the weenie rush guild, so I knew they would be constantly attacking. That meant they would force the opponent to have to block, so why not give the Boros a mechanic to help win those fights?

Mike Elliott the design team for Ravnica was Mike Elliott , Aaron Forsythe , Tyler Bielman, Brian Tinsman , and myself liked the idea of spells that could affect your whole army, so he came up with a mechanic he called radiant Mike called the mechanic "radiant" but we would change it to a noun in playtest.

Here's how it worked:. Mike's idea was that these spells actually hit a swath of creatures and you had control of what that group was by which creature you choose to target. Because a Boros deck would be made up of similar creatures, these spells could easily be used to buff the army even if that army didn't have one singular connection.

Just aim at a multicolor red-white Human Soldier, for instance, and odds are you hit all of your attackers. Playtesting showed that Mike's initial idea was too hard to play with.

Should I target this white creature and boost my white creatures, Humans Soldiers, and creatures with a converted mana costs of 2 or should I target this red-white creature and hit all red creatures, white creatures, Minotaurs, and creatures with a converted mana cost of 4?

It was just too much to process. In design, we removed converted mana cost and in development creature type would be removed as well. Color, it was decided, was plenty complex.

Another problem was that radiance was not limited to one player's creatures. If I wanted to boost my creature, I might be boosting some of your creatures as well.



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